#version 450
#extension GL_ARB_separate_shader_objects:enable

layout(set=0,binding=1) uniform sampler2D diffuseMap;

layout(location=0) in vec4 fragColor;
layout(location=1) in vec2 fragTexCoord;

layout(location=0) out vec4 outColor;

void main()
{
	outColor=texture(diffuseMap,fragTexCoord);
}